update mahou tsukai to use PlayerActionEvent
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@ -24,6 +24,10 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
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animator.Play("Appear", 0, 0);
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animator.Play("Appear", 0, 0);
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}
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}
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private void Start() {
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game.ScheduleInput(createBeat, game.beatInterval, InputType.STANDARD_DOWN | InputType.DIRECTION_DOWN, Just, Miss, Out);
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}
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private void Update()
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private void Update()
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{
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{
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if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
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if (!passed && Conductor.instance.songPositionInBeats > createBeat + game.beatInterval)
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@ -31,23 +35,6 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
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StartCoroutine(FadeOut());
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StartCoroutine(FadeOut());
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passed = true;
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passed = true;
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}
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}
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if (hit) return;
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float stateBeat = Conductor.instance.GetPositionFromMargin(createBeat + game.beatInterval, 1f);
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StateCheck(stateBeat);
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if (PlayerInput.Pressed(true))
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{
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if (state.perfect)
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{
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Ace();
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} else if (state.notPerfect())
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{
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Miss();
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}
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}
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}
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}
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public void Bloom()
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public void Bloom()
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@ -81,17 +68,28 @@ namespace HeavenStudio.Games.Scripts_WizardsWaltz
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hit = true;
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hit = true;
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}
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}
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public void Miss()
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public void NearMiss()
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{
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{
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game.wizard.Magic(this, false);
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game.wizard.Magic(this, false);
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hit = true;
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hit = true;
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}
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}
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public override void OnAce()
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private void Just(PlayerActionEvent caller, float state)
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{
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{
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if (state >= 1f || state <= -1f) {
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NearMiss();
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return;
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}
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Ace();
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Ace();
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}
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}
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private void Miss(PlayerActionEvent caller)
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{
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// this is where perfect challenge breaks
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}
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private void Out(PlayerActionEvent caller) {}
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public IEnumerator FadeOut()
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public IEnumerator FadeOut()
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{
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{
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
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yield return new WaitForSeconds(Conductor.instance.secPerBeat * game.beatInterval / 2f);
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